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FSXA SBuilderX - Blend Mask Disappearing After Adding One Seasonal Texture

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greece
Hi all


I manage to create a photoreal scenery. I want have one applied for my next update.

After a lot off reading here I have create my photoreal bgl, blend mask works fine etc.

Then I have try only one seasonal texture nothing else, I have add it by map properties/seasons like this "L17X148640X148675Y103350Y103372_summer".

Have compiled the bgl, check at FSX, seasonal summer texture works fine but no blend mask here at all.

I have checked the ".INF" file and by comparing it with my backup before adding a seasonal summer texture, I show that the TIFF entry was not there anymore and instead is a "Night" entry.
I am attaching both ".INF" files below.

I have try to copy paste the tiff entry, placing 2nd or 3rd but nothing work, it does not read the tiff file anymore!

Any help is appreciated


Thanks
 

Attachments

Well I have sort it out!



After some more reading here, gathering some tips have it working now.

1st
By adding the seasons and night bmps from "properties/seasons" it doesn't working at all.
The only thing is happening is the error I have reported at my 1st post.

2nd
The only think that works is manually editing the "inf" file, adding the appropriate entries and then copy and paste the "inf" file at the "resample.exe"

3d
Can someone please confirm, I have see it works but just to be sure, my question is that if we add seasonal textures then the entry off "BMP" the original BMP file from SBuilderX is not needed, correct?
I mean I have delete this entry and the resample works fine.

4th
About season "Variation =", I understand that the user can vary those entries and it depends where in the world the scenery is. I have read somewhere that the best thing to do is to go to your scenery and change the seasons from FSX and write down the exactly months about them, then you will have them right and correct at the place where you scenery is.
I have tested this season workaround and it works fine so far.

5th
But what about the "heavy winter" bmp, it is a must at first and if yes, if I add a texture for it, how should this work. The 4 season textures are covering the whole year, what "seasonal variation entries" should be placed for heavy winter when the 12 months are covered from the other bmps???

I don't remember now if I had something more to ask, I'll if I have too.


Thanks
 
For seasons, drag your photoreal .bgl into TMFViewer which will center the map over your area of interest, then drag seasons.bgl (Scenery\BASE\Scenery) into TMFViewer also, cycle through the seasons (View > Seasons/Variations) and read the seasonal values at the cursor position for each month from the status bar, set your months/variations in the .ini accordingly. If you don't see "hard winter" in the status bar for any month then just leave it out of the .inf.

Jim
 
In some places you do have to change the months where FSX switches over to the next season. I wonder if that makes ALL the world do that? anyway, the tag is NOT summer..... it is _su. _w is winter, _wi is hard winter, _N is night NOT _LM!!!!
 
Tag? If you're talking about the .tifs used for the different variations "mytif_WhatItLooksLikeAtNightToMyDog.tif" is a perfectly acceptable filename for the night variation as long as it's declared that in the .inf, resample doesn't give a rat's a$$ what you call it as long as you specify variation=Night in the [Source].
 
no- I was talking about the _B.... the _su etc, that's all. Once I tried _lm for night... SBX compile had a cow about that one! ;)
 
Good day

Yarddog I am aware about "tags" but they are not needed here. As Jim described the season work around it works perfect and as far as I understood and again Jim describes but I can confirm that, SBX notes only what is written at "Variation", you can tag it what ever you want, the result will be the same, except the blend tag/file off course.

Regards
 
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